Conversations Options
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Does anyone know how conversations are going to be handled in the game? Are they going to be choice driven like Baldur's gate? If so are they scripted in "conversation trees" such that clicking on one reply would generate several other questions and so on?
- Originally the plan was to have only the keyword method for NPC conversations, as you'll note from the last FAQ update, that changed-
- How will I communicate with non-player characters in Neverwinter Nights?
In the official campaign, you will be communicating with non-player characters (NPCs) through a system of pre-defined responses (similar to the system used in the Baldur's Gate series). This allows us to weave a tighter, more gripping story for your enjoyment. We acknowledge, however, the power and flexibility of a keyword-based text parsing system, especially in a multiplayer environment. While we have opted for the former system in the official campaign, both are supported in the engine and toolset, so you can customize the way players interact with your world to suit your needs.
So, if the question is "Will the conversions be choice based or keyword based?", the answer is now- whichever you choose to use!
Cord Grimwinder